The Happy Medium Of Game Length
1up.com has a piece looking at the changing variable of game length, and current gamer tastes when it comes to time investment. From the article: "For better or worse, one of the main ways gamers size up a game's value is by length. After all, an RPG that promises 40 hours of gameplay must be superior to one that offers a mere 20, right? Not quite. The fallacies here are obvious enough. For example, what good is 40 hours of content if only 20 are worth paying attention to? Or what if a game takes ten hours to run through, but is eminently replayable? Despite these and other valid arguments, many gamers, especially in recent years, have subscribed to the 'longer is better' school of thought, without really considering what 'longer' actually means."
Quite honestly, if a game takes more than 10 hours to complete, that's really more like 4 to 6 months in real life time for me. I'd definitely prefer faster paced more densely packed chunks. Heck if a game really has to be that long, I'd rather have it in episodic chapters, reasonably priced of course. That said, I still love epic RPGs, even it it takes me years to finish them! But if the games were shorter, then maybe I could buy more games... I guess less would be more.
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Beyond Good & Evil was a fantastic game, but a short one. But I gladly take the 12 hours of BG&E over the 50 hour snore-fests that are Final Fantasy games.
After this it seems like a lot of games have chosen to focus more on improving the graphics before adding more game. I suspect that this trend will continue to increase in certain regards with the next generation consoles. Developement costs are expected to increase, meaning that more things will have to be cut to stay within the budget. Higher resulotion also takes up more space on game discs, reducing the overall amount of content a company can include in a game.
However technology like Sony's Blu-Ray allow for a lot more content to be put in a game. If the next Grand Theft Auto game uses this space to its fullest we could easilly see a 300 hour epic in the making. However, on the whole, games seem to have gotten shorter. Every now and again you'll find a 10 hour game that seemed like it had the right amount of content, but usually people are just left wanting more.
As a kid, I routinely found it annoying that a game would end after spending days and weeks play it. Nintendo games never seemed long enough, and while they were fun to play, finishing a game several times in a row seldom left you wanting to play it a gain.
I really got into RPG's in university when the genre really matured. This is when games actually offered an actual time limit, or rather, given ideal conditions, you would finish the game in x number of hours. Of course, RPG's are great if your the type that likes to hang back and battle baddies to improve your experince and skills, or get enough gold to buy premium equipment.
After leaving university (that protective cocoon where your life is planned out for you, you only think you have freedom) and got a job, I found that I wanted to spend less and less time playing games. Or rather, couldn't invest the same amount of time playing these games because of stupid things like a career and life. Bauldur's Gate came out shortly after I entered the job market, and after staying up well past 3am and having to go to work the next day, I realized I really couldn't spend that much time playing games.
Now, I find that any game that requires 40 hours to play a real turn off. For the most part, while I still pick up the odd RPG, after about 10 or so hours of game play, I find it boring and repetitive, so I stop playing. I don't think I have actually finished a game in over 5 years, like gum, I chew on it until the flavour runs out. You could keep on chewing on it, but any enjoyment you got out of it long since vanished.
As the gaming industry now entices 6 year olds to 50+ year olds , the real trick is to find a game concept that can keep you entertained for as long as you want. For young gamers that can waste the hours away, offer a game that allows for long extended gameplay, but for older players with lives and careers, allow the gameplay to be tuned for more rapid progress.
For the most part, I prefer open ended games, like racers, RTS, puzzle games, or simple-RPG's like Diablo or Dungeon Seige, where I don't feel like I have to finish the game, but can come back and enjoy the game at any time without too much worry about the story. Games like Neverwinter Nights, or other real RPG's I find I lose interest quickly, then feel like I have wasted my money
As long as the industry balances out offering games with scripted content, and open ended gameplay, I think there will be no problem, and will cater to young and not-so-young alike. But the first person that offers a variable length game concept, where you can add more or less content depending you how long you want to play the game for would be a real coup, this may re-invent the RPG industry.
I haven't thought of anything clever to put here, but then again most of you haven't either.
I think games with a large element of randomness lend themselves better to having a flexible playing length. Take a look at the Civilization series of games. With the latest installments, you can shorten or extend the length of a game by deciding how large the world will be and how many opponents you will have. Plus, with a randomly generated map, every game is different. However, this can backfire and lead to horrible tedium (e.g. *cough*Daggerfall*cough*).
I think the next greatest breakthrough in gaming will be the widespread creation game engines that can be tweaked for length of play and randomness. Imagine playing an FPS where the levels are always different and where you could determine how many levels need to played until you reach the end. Or an RPG where story elements and characters are randomly chosen or mixed up. Or a space exploration game where the universe is always different.
Yes, this kind of thing really increases the complexity of game design, and it can fail spectacularly if one is not careful, but I would definately like to see more games with the randomness and customizeability of Civilization III.
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Seems to me the games are getting broken up into 'chapters' that maximize the expansion revenue. C&C:Generals, for instance, was way too bloody short. You got around seven missions with three different nationalities. Fine, except half the missions were introducing new portions of the tech tree. Add in the extra 'Zero Hour' missions and the solo play was about right. Add up the money spent and it was just wrong. Same applies to Warcraft III. Were it not for the multiplayer aspects and some of the solo skirmish stuff, I'd be pissed. What they have done is train me to wait till the game is sold together with the expansion set.
Total Annihilation was about right. Total Annihilation: Kingdoms struck me as a bit long. HL: Blue Shift left me feeling robbed by how fast it was over.
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Actually I have 2...
First is a game implying there is time pressure (ie finish this chapter in time or else) when there is not. This makes it seem like you don't have time for all the side quests when actually you do (and in fact if you don't complete the side quests you don't have enough experience/equipment for the boss) which leads to my second peeve:
Having to gate in and out of the boss fight to recharge/get healed and gate back in to a boss who is still damaged. One should be able to deal with a boss without gating out 50 times... if a character isn't tough enough to take on the boss then either the boss is too tough for the game at that point or the character should get sent on a side quest to build some experience/get equipment before being allowed to face the boss.
I played to the end of Neverwinter Nights, couldn't handle the final fight (I get killed in seconds each time), I suspect because I didn't do enough of the side quests. Eh, it was fun while it lasted, but still, I think games should be designed with this sort of thing in mind.
Jack.
That's what I like about UT2004. You can play a game in 20 minutes if you want. You can play again and again. There is no end point really. The game play changes with new maps and new players. It's like minesweeper without the painfull boredom. :)
Then again, why would you need anything other than ScorchedEarth3D? Aim, Fire! Aim, Fire! Aim, Fire!....
The government which is strong enough to protect you from everything is strong enough to take everything from you.
I feel that if the game is fun and innovative enough, and appeals well to the fans of its genre, then if its long, it can be time well spent. Having a huge amount of content isn't gonna matter if the content itself isn't what the player was looking for in purchasing that title. For example, I've always enjoyed the final fantasy series, but it seems that with the last few titles, the people over at square are adding more and more of these annoying little mini-games that look like they would appeal more to a 7 year old kid, than they would a more mature RPG fan. Time playing these mini-games for me is time I would rather be doing something else, and decreases the replay factor for me as well. It begs the question: did square add all these puzzle style mini-games because they thought the FF fans truly would enjoy playing them, or to quench the demands of RPG fans that want a never ending amount of content? It would seem to me that most RPG fans, and fans of FF in particular are playing these games for the fantasy element, the mythical storytelling, and the satisfaction they get from developing their characters. It also seems to be the general concensus that these little puzzle games are nothing more than annoyances that must be done in order to advance the storylines. So sure, longer can be better if its the right kind of content thats making the game longer. But game developers should never try to add content that might be of questionable appeal for the sake of lengthening the game.
"When the going gets weird, the weird turn pro" -Hunter S. Thompson
I'll use 3 platformers as evidence here.
Sly Cooper left me wanting more. I think I finished in around 10 hours, and I had gotten all the extra moves. I tried some of the time trials and decided the commentary wasn't worth the insane difficulty. I wanted more story, and I have no problem saying the game was great, but too short.
Sly 2 felt right to me. I finished this one in about 20 hours. Got all the moves again and had a great time doing it. Varied mission ovjectives, characters, and play styles kept the platformer from getting dull, and the story was decent enough for a platformer that I didn't think it dragged.
I-Ninja felt long to me despite my finish time of around 15 hours. Why? 2/3 of my play time was replaying levels to earn extra content. Most levels had to be played 3 times to completely finish them. Why couldn't I have unlocked optional levels that were different?
So the answer is this. Leave me wanting more, and the length doesn't matter. Don't pad your game with pointless fetch quests and if I'm going to unlock bonus levels, they shouldn't be the same as the mandatory levels.
e2 | LJ
Yeah yeah. I know. I've read practically 40 hours' worth of these articles in the past few months.
Can we post something else yet, please?
Glog!
One thing that longer games like RPGs lack is the element of freedom. In your typical Square game, you go do the deed you're told, get your reward, and progress to the next part of the linear sequence. However, in a game like Fallout, the freedom they add (not so free as to be near-aimless, like Elder Scrolls games) brings a much needed element to the game. You actually feel like you're involved in the game, rather than just progressing through what the developer intended. In Fallout, your character reflects your choices, and becomes whatever you want him/her to become. Length is good, when you can choose your path...however, adding so many paths that it feels like a pointless maze is just a nuisance. Shorter games can be good as well, but they need to be filled with fast fun...this is really where console games shine. Check out Def Jam: FFNY, Burnout 3, and Katamari Damacy for good examples of a game you can just toss in and play and have fun. I guess games are just like anything else...you have to sift through them to find what's really suited to your needs...whether you're a diehard gamer that spends 10 hours a day playing, or the casual gamer who needs something to kill a bit of time between life's events, there's something there. Just don't play what you don't like, and try demos and the like before spending cash on something you might not enjoy.
sup
There's a trade here. It's a lot harder to implement freedom if the developer wants to tell a story (as most RPGs do). And it's a lot harder to tell a coherent story when the developer doesn't know what the player is going to do next.
Riviera: The Promised Land is extremely linear, but I'm really engrossed in the story. I don't know if I'd feel the same if I could go wherever I wanted whenever I wanted.
Despite being a big game of dress-up, I think Final Fantasy X-2 is about as close as you're going to get to implementing freedom in an RPG while telling a story. Yeah, you had to pick missions, but you could do them in whatever order you wanted (for the most part).
As soon as you give the player complete freedom, you get the same experience as most MMOs offer. All the battling you want with none of those pesky plot points to get in the way.
e2 | LJ
Fable is an excellent example of a RPG with more effort put into gameplay over length. It lasted 10 hours to the dedicated gamer, with maybe 20 hours longer for the extras. I replayed it once with a different alignment, which still totals to half the length of a final fantasy game. The difference is that it was a good, solid game... and returns well.
On the other end of the RPG spectrum, there's Morrowind. I've racked up more hours on this game than any final fantasy game I've played (and that's saying something). Leveling is all skill based, so it doesn't matter if you're making small woodland animals explode or bribing NPCs. The gameplay has an open-ended feel much like a MMORPG, but actually has a good plot. You might want to replay this game to fully appreciate it's design.
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What good is 2 weeks of questing when it could have been done in a day?
Boring meet X, kill Y of Z, go to W.
"Quality, not quantity." --Unknown
"People like tangible things. Quantity is tangible; that's why people get lured into its false promises." --Jeff Reinecke
I can't stand scripted games. The only ones I've found enjoyable were those in the HalfLife series. The best games are ones which have no length.
Things like SimCity, sports games, racing games, Tetris, puzzles, real time strategy.. you can hop into and out of those games. They match the way our spare time is structured these days. Lately I'm playing Wario Ware and Mario Kart on the GBA because I can just hop in and out for five minutes here and there.. most people nowadays don't have big blocks of time to spend on games.
So, developers, try and drop the scripts, and make games more accessible to casual gamers. Of course, the hardcore "I've got 6 solid hours to spend on a game" crew should be catered for, but I feel that with the advances in technology nowadays.. scripts aren't needed, and games can be truly dynamic.
In the end the length of a game doesn't really matter much to me. What matters is that I don't get bored half the way through and that I am not left with an finished story in the end calling for a sequel. If both of those are set, all that matters is that the game is engaging and fun. Quality is important, not quantity.
Beside from that time is also pretty relative, 2 hours in FF:Tactics can feel short, while 10min in Ikaruga can feel quite lengthy, simply because a heck of a lot more is happening in Ikaruga then in FF:Tactis per minute. Not saying that either of those it bad, but five minutes packed action seem to be more valuable then five minutes spend sorting through the item menu, so I don't mind that the price tag for both is the same, even so the time spend in the game might be quite different.
In the end I have to say that my favorite game is still Another World and that is one that can be easily be beaten in 30mins if you know what you are doing, yet, every second of it is engaging and stuff is never repeating, in other games I wouldn't even have found the entrance to a dungeon in that time.
I'd like to mention Vagrant Story, an older Squaresoft game, that has a great combination of both game length and replay value. The way the game and story is setup you can complete the main action and story of the game pretty quickly (esp with practice) but it offers a huge variety of replay goodies. If you can get past the low poly-count and low-res textures (i.e. you haven't been jaded by the current generation of actiony-RPGs) I enthusiastically recommend it, even today (oh, it's for the PS1 of course). I've been secretly wishing that Square-Enix would revive this story/universe with a prequel or sequel, as the characters and mythos were all very interesting to me. I'm wondering if the Ivalice of the new FF will share some of the old-Europe/Gothic flavor that is all over VS.
FF-X2, to a lesser extent, offers a little bit of this "shorter story for more replay" trade-off. Previous FFs avoided replayability for a kind of 'infinite playability' with the crazy difficult "Weapons" that require maxed out characters and other features that required ages of game-play to reach (growing Materia, collecting Monsters, in-game card games, filling the skill web, etc).
Read Heinlein's 1953 Revolt in 2100, now more than ever.
As long as people perceive "value" in longer games and buy them, the publishers will keep making them longer and putting that as a bullet point on the back of the box.
If you want to see shorter games with more densely packed content, simply stop buying long games like Final Fantasy that have a zillion templated useless side missions for more Phoenix Down and Chocobo Eggs or some crap.
The free market will do the rest.
After saving the world can I please enjoy the world that I saved? This is where the mini-game stuff should be. After finishing BG&E I was really looking forward to flying around & taking pictures of all the critters I missed. But no.
If short is bad, longer is worse.
"Longer is better" assumes that the game is good. A truly excellent game is dissapointing if it's too short. In this case, additional length gives more satisfaction. If a game is not fun, the length can be gruelling.
Can a great game ever be too long? That's debateable. Take Tetris as an example. Have you EVER beaten Tetris? ;)
this article articulates exactly how i felt after playing Half-Life 2:
why was that game 12 hours when it had about 4 hours worth of content?
every "level" went from exciting, to interesting, to ok, to boring, to mind-numbing. i felt like they didn't have the game done on time so they just stretched out the levels by 200%.
a game of perfect length is probably the underrated classic The Neverhood. lots of great puzzles and right when you start to lose interest, a 180 degree turn in the gameplay, and a big satisfying finish not long after.
I finshed Price of Persia: Sands of Time precisely because it told me how far through I was. When you hit 77% it seems silly to not plough through to the end.
Giving me a score to constantly improve is a _great_ way to push me onwards.
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of when games are too short, regardless of the replayability.
I was able to run through that game in 2 hours in-game time, and I've heard of people doing it in practically half that time. Playing the game *really* casually, exploring every corner to the point where replaying it would be almost pointless, and the game still came in only at like 10 hours. (Note: Deus Ex the original is in my top 5 favourite games list)
Games that are only 10 hours long should have at least a multiplayer element that makes them practically infinite in game play fun (i.e. Quake 3, Half Life with CS, et al).
Is a four hour movie twice as enjoyable as a two hour movie?
Obviously not. Admittedly, games tend to be more of a stop and restart phenomena, like a movie on DVD, so that allows lengths to go up. However I think most movie directors (there are certainly exceptions) understand that a movie needs to be as long as you need it to be to tell the story and no longer than that. They may not always do a good job of it, but that's another story.
Honestly I like the idea of shorter games with less repetition and simple levelling up and with more focus on providing an interesting and varied experience. And delivered in episodic format as well.
It's sooo true that length isn't all we should look at. There is this arcade sidescrolling shooter: Jets'n'Guns. A simple, well balanced game, with really GREAT gameplay. It's around 10h of gameplay, but it's soooo addictive. Once you've gone through, you MUST play again on harder levels. I've checked with friends and they all passed the game at least 3 times in a row. Now, that's a game of great value. It's nothing like doom3, which is costy and, once you've gone through, you don't play again cuz you "know where the monsters are hidden".
The illusion of urgency does serve the point of making it all seem more heroic. There's a reason why in movies they stop the bomb when the countdown is blinking at 2 seconds and not when it still has a good 18 hours left.
IMHO it says "you're _the_ one". Not "one of them". If you stop something in the last 2 seconds, it's fairly clear that if you fail there isn't much time for someone else to come do it. If there are 18 hours left on the countdown, hey, you could have called the bomb squad instead.
And then there is one game which did exactly what you say: told you it's not urgent and you have all the time in the world. In fact, there are at least a few more centuries, if not millenia, before it's really a threat. Don't worry if you fail, don't take yourself too seriously, another hero will eventually come and finish it. It goes above and beyond the call of duty to tell you that.
That game was Morrowind.
And, frankly, I just found that story to be a major turn-off. And yes I am aware that many people did like Morrowind for the sheer size and open-endedness of running around jumping into random caves for a quick hack-and-slash, or doing some fetch-quest for a minor village noone else even existed. But I haven't read anywhere anyone saying that MW's main quest was particularly great or felt epic/heroic/whatever.
The problem, however, exists in other games that you're supposed to just know that you're supposed to ignore that urgency in the story. You're supposed to play in a schizophrenic state of mind where you simultaneously suspend disbelief in the story and the urgency of your quest, _and_ know that you can run around saving pets from trees and taking years to breed the perfect Chocobo.
(Along with even more explicit inconsistencies between the actual game and the story/cutscenes. I still want to use a Phoenix Dawn on Aeris, dammit;)
There are a ton of RPGs where, yes, you're just not ready if you just did what you're told. I can think of a few (e.g., Lunar 2) where at one point, forget bosses, I couldn't even survive normal enemies in the next area without running around in the previous area, slaying random enemies for another 1-2 levels of xp and for money to buy new equipment. And that seems to me just wrong.
Maybe that's the real problem: artificially stretching the game beyond the real content, and assuming you'll _know_ you're supposed to do all that. There must be a more happy medium between (A) linear and (B) ignoring the main quest while running around saving little boys' puppies for extra xp.
For example, the Mandalorian camp in KOTOR2 comes to mind as an elegant solution to tell you basically, "ok, we have a bunch of optional quests here, but you must do at least half of them to proceed. Your choice which ones." It gives you a good reason to do them: you're not ignoring the main quest, that's the only way to get further in the main quest.
Maybe more games should use that kind of a plot device. Or in whatever other way, make those side-quests seem more relevant to the main quest, as opposed to feeling like you're ignoring the main quest.
A polar bear is a cartesian bear after a coordinate transform.
Why can't games be more like movies? And please, not the games!=movies argument.
If games were comprised of 2-4 hours of quality, replayable gameplay with a tight, well-written story and sold for $20 each, who wouldn't like that?
It would force designers to design better games, without hours of fluff. I never replay games that take more than 10 hours to complete. Who (over 30) has that kind of time?
And at the price of a DVD, we could buy more of them.